MACE

Kobold

Small humanoid (reptilian)


Armor Class: 7
Hit Dice: 1/2 (average 2 hp)
Movement: 60 ft
Attacks: 1 weapon (1d6)
Morale: 6
Alignment: Chaotic
XP: 50


Description

Kobolds are small, scaly, dog-faced humanoids that dwell in elaborate underground tunnel systems. Cowardly alone, they are dangerous in numbers and cunning in the construction of traps.

Special Abilities

Fragile: Kobolds are exceptionally fragile. When hit, roll 1d6 to determine actual damage taken: 1–2 = 1 hp, 3–4 = 2 hp, 5–6 = 3 hp (treat as maximum 3 hp regardless of weapon damage).

Darkvision: Kobolds see in complete darkness up to 60 ft.

Light Sensitivity: In full daylight, Kobolds suffer −1 to attack rolls.

Tactics / Encounter / Notes

Kobolds favor traps, missile fire, and fighting from concealment. They will retreat and lure enemies into prepared kill zones. When cornered they fight viciously, knowing they will receive no mercy. A typical kobold lair contains 40–400 individuals.

50% chance the encounter is at their lair.

Treasure

Each kobold carries 1–6 gp. Lairs contain Type A treasure.

Treasure Type AWilderness lair (Land)